mercoledì 8 luglio 2026

Simple Template: Virtue Incarnate

Here’s a conversion from a Planescape monster in 2E that I liked very much!

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Simple Template: Virtue Incarnate (CR +1)

Virtue spirits are good spirits similar to the haunts described in the Tome of Horrors Complete, except as follows.

Virtue spirits are the souls of good creatures that left some righteous quest unfinished or simply desire to do more good in the world. A virtue spirit is an outsider with the extraplanar and incorporeal subtypes and has always a NG alignment. Each virtue spirit strongly embodies one of the seven virtues, and is attracted to creatures that possess that same virtue (spirits of different virtues can be created for different cultures).

Virtue spirits roam the Good Planes in search of kindred souls to join forces with, and sometimes even come to the Material Plane. If a virtue spirit possesses a good-aligned creature of suitable strength and drive, it will propose an alliance and leave without further fighting if the creature refuses. A mortal that willingly accepted a virtue spirit within their body is called a virtue incarnate. The synergy between the spirit and its host grants the mortal greater powers in the righteous fight for good. If the host is a medium, the virtue spirit won’t normally interfere with the legendary spirits that share the mortal’s body.

Once a host accepts a virtue spirit within themselves, it cannot be forcibly ejected from the host’s body. If the host asks the spirit to leave, or the spirit feels that the mission it had pursued is accomplished, the two usually part ways amicably. If the host’s alignment becomes non-good, the spirit will try to strangle them as per a haunt’s ability.

“Virtue incarnate” is an acquired template that can be added to any good-aligned living, corporeal creature. The creature retains all the base creature’s statistics and special abilities except as noted here. A virtue incarnate’s quick and rebuild rules are the same.

CR: As the base creature +1.

Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Defensive Abilities: A virtue incarnate gains bonuses or immunities according to the table below.

Abilities: A virtue incarnate gains bonuses on their ability scores according to the table below.


Virtue

Ability Bonuses

Defensive Abilities

Charity

Wis +1, Cha +1

Immune to negative emotion effects

Courage

Con +1, Cha +1

Immune to fear

Hope

Cha +2

+1 on all saving throws, immune to despair

Faith

Str+1, Wis +1

Immune to negative energy damage and magical alignment change

Justice

Int +1, Wis +1

Immune to charm, compulsion, and domination spells and effects

Temperance

Con +1, Wis +1

Immune to transmutation spells and effects

Wisdom

Wis +2

Immune to ability damage, ability drain, and curses 


domenica 5 luglio 2026

Astraia, Sword of Justice

It’s time to talk about the Seven Sword of Virtue. If the Seven Swords of Sin do exist, then their good counterparts must exist too. And a Sword of Just-ice must thaw ice. What do you think? Long live the Boss!

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Astraia, Sword of Justice (Major Artifact)

Aura strong enchantment; CL 16th

Slot none; Price —; Weight 8 lbs.

Alignment LG; Ego 25

Senses 30 ft. (vision and hearing)

Int 18, Wis 18, Cha 10

Communication speech/telepathy (Common, Thassilonian)

Powers The sword can cast create food and water, protection from evil, and cure serious wounds 3 times per day.

Astraia is a +5 thawing greatsword with a platinum handle and guard; its blade glitters as pure diamond. Any evil character trying to wield the blade suffers the effects of burning disarm (cold damage, 5d4 hp), in addition to taking a negative level as long as she holds it.

While bearing the weapon, the wielder is immune to all charm and compulsion effects. Three times per day, the wielder can utter a word that marks a creature as a wrongdoer, as mark of justice, except that, rather than being cursed, the target is restrained as by a shackle spell when the mark activates. Once per day, when the sword scores a critical hit, the target must make a DC 25 Will save or be affected by binding (chaining or hedged prison version).

Destruction

Astraia crumbles into grey dust if used to kill or restrain a hundred innocent people, knowingly and deliberately (not under any duress, blackmail, or enchantment effect).

sabato 4 luglio 2026

mercoledì 1 luglio 2026

Thank You To My Patrons

We have passed the year’s half. It’s very hot. Wars stop and then fire up again. The evil ones seem to weaken but then do some other roaring, some other bad action. Will we soon have a chance? Could it be the last chance? Could it be our best chance? My friends, resist.

Thank you to my Supporter patrons:

-Raphael Bressel

-Christen Sowards

-Zabor

-S L Hall

-Syltorian

Tomorrow, a new piece of exclusive content will be published on my Patreon page. Please enjoy it!

domenica 28 giugno 2026

Mythic Virtue Mystery

The mythic version of a mystery in Legendary Oracles. It can be selected with the Mythic Mystery (Power) ability in the Mythic Hero’s Handbook.

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Mythic Virtue Mystery


Fortitude: The oracle adds her Charisma bonus in place of her Constitution bonus when calculating her hit points per level.


Prudence: The oracle selects two skills to which apply the bonus for every time she selected this revelation. The mythic prudence revelation can be selected only once.


Summum Bonum: The oracle may cast spells she gains access to with this revelation without expending a spell slot a number of times per day equal to half her mythic tier (minimum 1/day).


Sympatheia: An ally can benefit from this revelation for an additional number of times per day equal to ½ your mythic tier (minimum 1).


Temperance: The oracle adds her Wisdom bonus to her Charisma bonus to determine her number of spells per day.


The Obstacle is the Way: The oracle selects two skills to apply the bonus to for every time she selected this revelation. The mythic the obstacle is the way revelation can be selected only once.


Final Revelation: The oracle becomes immune to ability damage, ability drain, and level loss.

sabato 27 giugno 2026

New Feat: Merope Consumption

For the bloodrager who stings like a bee!

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Merope Consumption (Combat)

Your body can metabolize the thriae’s magic honey to boost your rage.

Prerequisites: Bloodrager with the thriae bloodline.

Benefit: Merope, the thriae’s magical honey, affects you as if you were a thriae soldier. Once per day as a standard action, you can consume a dose of merope in order to enhance your combat abilities for a number of rounds equal to 1d6 + your Constitution bonus. Starting on the round after the merope is consumed, you gain a +2 insight bonus on attack rolls and saving throws, and fast healing 3. You can also consume merope instead of honey or mead for the purpose of your sweet stinger bloodline power, but the benefits from this feat and sweet stinger don’t stack with each other.

mercoledì 24 giugno 2026

Mythic Thriae Blood Rage Powers

And these are for mythic barbarians!

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Mythic Thriae Blood Rage Powers


Mythic Lesser Thriae Blood: The barbarian adds 1 to this power’s total number of uses per day at mythic tier 4, 7, and 10.


Mythic Thriae Blood: While raging, the barbarian gains resistance 5 to acid.


Mythic Greater Thriae Blood: This power functions as mythic sending.